hch
2019-05-25 fc0477a43ec7ad1536a15efd2f229b140ba33fc7
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
@@ -51,22 +51,19 @@
import PlayerGeTui
import ChEquip
import QuestCommon
# 可吞噬的装备位
Def_EatItem_EquipPlace = [
    ShareDefine.retWeapon,      #1 主手
    ShareDefine.retWeapon2,     #2 副手
    ShareDefine.retHat,         #3 帽子
    ShareDefine.retClothes,     #4 衣服
    ShareDefine.retBelt,        #5 腰带
    ShareDefine.retTrousers,    #6 裤子
    ShareDefine.retShoes,       #7 鞋子
    ShareDefine.retNeck,        #8 项链
]
import random
import GameObj
Def_EatSpace = 5    # 低于X格自动吞噬
def DoTJGOpen(curPlayer):
    ##脱机挂功能开启 赠送脱机时间
    addTime = IpyGameDataPY.GetFuncCfg('TJGGiftTime')
    AddTJGTime(curPlayer, addTime)
    GameWorld.DebugLog('脱机挂功能开启 赠送脱机时间 %s'%addTime, curPlayer.GetID())
    return
#===============================================================================
# //B2 01 脱机挂状态 # tagCMLoginState
# struct    tagCMLoginState
@@ -94,57 +91,58 @@
# 切换守护
def ChangeGuard(curPlayer, tick):
    # 检查过背包中无守护则不再执行
    if curPlayer.GetDictByKey("AutoCGuardID") == 1:
        return
    curGuardID = 0  # 装备的守护ID
    itemIDList = IpyGameDataPY.GetFuncEvalCfg('AutoUseGuardian', 1)
    guardItem = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip).GetAt(ShareDefine.retGuard)
    # 1。 守护存在,判断是否最优先守护
    if ItemCommon.CheckItemCanUse(guardItem) and ItemCommon.CheckItemCanUseByExpireTime(guardItem):
        curGuardID = guardItem.GetItemTypeID()
        if curGuardID == itemIDList[0]:
            # 最高优先级
            return
        if curPlayer.GetDictByKey("AutoCGuardID") == 2:
            # 当前背包最高
            return
    findItemList = []
    curPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    # 找到背包中优先级最高的守护物品
    for i in range(0, curPack.GetCount()):
        item = curPack.GetAt(i)
        if not ItemCommon.CheckItemCanUse(item):
            continue
        if item.GetItemTypeID() not in itemIDList:
            continue
        if not ItemCommon.CheckItemCanUseByExpireTime(item):
            # 背包有不过期的物品
            continue
        findItemList.append(item)
    if not findItemList:
        curPlayer.SetDict("AutoCGuardID", 1)    # 设置无可替换的标志
        return
    findItemList.sort(cmp=SortGuard)
    if curGuardID in itemIDList and itemIDList.index(curGuardID) <= itemIDList.index(findItemList[0].GetItemTypeID()):
        # 当前装备最高,减少遍历
        curPlayer.SetDict("AutoCGuardID", 2)
        return
    #---执行玩家换装逻辑---
    ChEquip.DoPlayerEquipItem(curPlayer, findItemList[0], ShareDefine.retGuard, tick)
    curPlayer.SetDict("AutoCGuardID", 0)
    return #新版本不需要切换
#    # 检查过背包中无守护则不再执行
#    if curPlayer.GetDictByKey("AutoCGuardID") == 1:
#        return
#
#    curGuardID = 0  # 装备的守护ID
#    itemIDList = IpyGameDataPY.GetFuncEvalCfg('AutoUseGuardian', 1)
#    guardItem = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip).GetAt(ShareDefine.retGuard1)
#    # 1。 守护存在,判断是否最优先守护
#    if ItemCommon.CheckItemCanUse(guardItem) and ItemCommon.CheckItemCanUseByExpireTime(guardItem):
#        curGuardID = guardItem.GetItemTypeID()
#        if curGuardID == itemIDList[0]:
#            # 最高优先级
#            return
#        if curPlayer.GetDictByKey("AutoCGuardID") == 2:
#            # 当前背包最高
#            return
#
#
#    findItemList = []
#    curPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
#
#    # 找到背包中优先级最高的守护物品
#    for i in range(0, curPack.GetCount()):
#        item = curPack.GetAt(i)
#
#        if not ItemCommon.CheckItemCanUse(item):
#            continue
#
#        if item.GetItemTypeID() not in itemIDList:
#            continue
#
#        if not ItemCommon.CheckItemCanUseByExpireTime(item):
#            # 背包有不过期的物品
#            continue
#
#        findItemList.append(item)
#
#    if not findItemList:
#        curPlayer.SetDict("AutoCGuardID", 1)    # 设置无可替换的标志
#        return
#
#    findItemList.sort(cmp=SortGuard)
#    if curGuardID in itemIDList and itemIDList.index(curGuardID) <= itemIDList.index(findItemList[0].GetItemTypeID()):
#        # 当前装备最高,减少遍历
#        curPlayer.SetDict("AutoCGuardID", 2)
#        return
#
#
#    #---执行玩家换装逻辑---
#    ChEquip.DoPlayerEquipItem(curPlayer, findItemList[0], ItemCommon.GetEquipPackIndex(findItemList[0]), tick)
#    curPlayer.SetDict("AutoCGuardID", 0)
    return
@@ -176,6 +174,7 @@
        return
    curPlayer.SetSight(min(ChConfig.Def_PlayerSight_Default, clientData.Sight))
    GameWorld.DebugLog("OnSightZoom:%s"%clientData.Sight)
    return
# 需要处理的点,防沉迷
@@ -310,22 +309,23 @@
    aMinAtk = curPlayer.GetMinAtk()        # 攻击方最小攻击
    aMaxAtk = curPlayer.GetMaxAtk()        # 攻击方最大攻击
    aSuperHitRate = curPlayer.GetSuperHitRate() # 暴击率
    aSuperHit = curPlayer.GetSuperHit() # 暴击伤害
    aSuperHit = curPlayer.GetSuperHit() # 暴击伤害固定值
    aIceAtk = curPlayer.GetIceAtk()        # 真实伤害
    aDamagePer = PlayerControl.GetDamagePer(curPlayer)     # 外层伤害加成
    aDamagePVE = PlayerControl.GetDamagePVE(curPlayer)     # PVE固定伤害
    aSkillAtkRate = curPlayer.GetSkillAtkRate()    # 技能攻击力加成
    petMinAtk = PlayerControl.GetPetMinAtk(curPlayer)   #灵宠最小攻击
    petMaxAtk = PlayerControl.GetPetMaxAtk(curPlayer)   #灵宠最大攻击
    petDamPer = PlayerControl.GetPetDamPer(curPlayer)   #灵宠增加伤害
    petDamPer = GameObj.GetPetDamPer(curPlayer)   #灵宠增加伤害
    atkSpeed = PlayerControl.GetAtkSpeed(curPlayer) # 攻击速度
    aIgnoreDefRate = curPlayer.GetIgnoreDefRate()  # 无视防御比率
    aLuckyHit = curPlayer.GetLuckyHitVal()  # 会心一击
    aLuckyHit = curPlayer.GetLuckyHitVal()  # 会心一击固定值
    aLuckyHitRate = curPlayer.GetLuckyHitRate() # 会心一击概率
    aBleedDamage = PlayerControl.GetBleedDamage(curPlayer) # 流血伤害 万分率
    aFinalHurt = PlayerControl.GetFinalHurt(curPlayer)     # 最终固定伤害
    aFinalHurtPer = PlayerControl.GetFinalHurtPer(curPlayer)     # 最终伤害加成万分率
    aFightPower = curPlayer.GetFightPower() # 战力
    aReFightPower = lvIpyData.GetReFightPower() # 等级表对应的战力
    aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(curPlayer) #PVE 伤害加成万分率
    
    npcExp = npcData.GetExp()
    npcMaxHP = npcData.GetHP() + npcData.GetHPEx()*ShareDefine.Def_PerPointValue
@@ -360,16 +360,17 @@
    for i in range(len(skills)):
        locals()["skill%s"%(i+1)] = 1 if skills[i] in PassiveBuffEffMng.FindUsePassiveSkills(curPlayer) else 0  
             
    GameWorld.DebugLog("""CalcTJGExp--%s-%s-%s-%s-reExp:%s, attackEff:%s, aMinAtk:%s, aMaxAtk:%s, aSuperHitRate:%s, aSuperHit:%s,
    aIceAtk:%s, aDamagePer:%s, aSkillAtkRate:%s, petMinAtk:%s, petMaxAtk:%s, petDamPer:%s, atkSpeed:%s,
    aIgnoreDefRate:%s, aLuckyHit:%s, aLuckyHitRate:%s, aBleedDamage:%s, aFinalHurt:%s, npcExp:%s, npcMaxHP:%s, npcCommendFightPower:%s,
    petSkillLV:%s, petSkillPer:%s, skill:%s, petSkill:%s"""%(curPlayer.GetID(), curPlayer.GetLV(), times, npcData.GetNPCID(),
        reExp, attackEff, aMinAtk, aMaxAtk, aSuperHitRate, aSuperHit,
        aIceAtk, aDamagePer, aSkillAtkRate, petMinAtk, petMaxAtk, petDamPer,
        atkSpeed, aIgnoreDefRate, aLuckyHit, aLuckyHitRate, aBleedDamage, aFinalHurt, npcExp, npcMaxHP, npcCommendFightPower, petSkillLV,
        petSkillPer, eval("[" +", ".join(["skill%s"%i for i in range(1, 11)]) + "]"),
        eval("[" +", ".join(["PetSkill%s"%i for i in range(1, 10)]) + "]")))
    if GameWorld.GetGameWorld().GetDebugLevel():
        GameWorld.DebugLog("""CalcTJGExp--%s-%s-%s-%s-reExp:%s, attackEff:%s, aMinAtk:%s, aMaxAtk:%s, aSuperHitRate:%s, aSuperHit:%s,
        aNPCHurtAddPer:%s, aFinalHurtPer:%s,
        aIceAtk:%s, aDamagePVE:%s, aSkillAtkRate:%s, petMinAtk:%s, petMaxAtk:%s, petDamPer:%s, atkSpeed:%s,
        aIgnoreDefRate:%s, aLuckyHit:%s, aLuckyHitRate:%s, aBleedDamage:%s, aFinalHurt:%s, npcExp:%s, npcMaxHP:%s, npcCommendFightPower:%s,
        petSkillLV:%s, petSkillPer:%s, skill:%s, petSkill:%s"""%(curPlayer.GetID(), curPlayer.GetLV(), times, npcData.GetNPCID(),
            reExp, attackEff, aMinAtk, aMaxAtk, aSuperHitRate, aSuperHit, aNPCHurtAddPer, aFinalHurtPer,
            aIceAtk, aDamagePVE, aSkillAtkRate, petMinAtk, petMaxAtk, petDamPer,
            atkSpeed, aIgnoreDefRate, aLuckyHit, aLuckyHitRate, aBleedDamage, aFinalHurt, npcExp, npcMaxHP, npcCommendFightPower, petSkillLV,
            petSkillPer, eval("[" +", ".join(["skill%s"%i for i in range(1, 11)]) + "]"),
            eval("[" +", ".join(["PetSkill%s"%i for i in range(1, 10)]) + "]")))
    
    # 1. 经验 
    exp = eval(IpyGameDataPY.GetFuncCompileCfg('TJG', 1))
@@ -450,7 +451,10 @@
    
    # 击杀特定NPC成就
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillSpecificNPC, killCnt, [npcID])
    # 日常活动
    if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGOnDayEx):
        if npcData.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'):
            PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC, killCnt)
    # 击杀任务怪, 杀怪日常已经没有了,暂时屏蔽
    #for _ in xrange(killCnt):
    #    EventShell.Event_OnKillByID(curPlayer, npcID)
@@ -462,10 +466,10 @@
        # 满了不再给物品
        return
    
    dropIDCountDict, dropIDBindDict, money = {}, {}, 0
    dropIDCountDict, auctionIDList, money = {}, [], 0
    dropRet = NPCCommon.GetNPCDropInfoTJG(curPlayer, curPlayer.GetMapID(), npcID, killCnt)
    if dropRet:
        dropIDCountDict, dropIDBindDict, money = dropRet
        dropIDCountDict, auctionIDList, money = dropRet
    # 1. 出售为铜钱 2.放入背包 3.满则不继续给物品
    for itemID, dropCount in dropIDCountDict.items():
        if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
@@ -475,8 +479,7 @@
        if not curItemData:
            continue
        
        # 掉落绑定, 默认绑定
        isDropBind = dropIDBindDict.get(itemID, 1)
        isAuctionItem = itemID in auctionIDList
        itemControl = ItemControler.PlayerItemControler(curPlayer)
        
        ## 装备物品 白蓝直接换算铜钱
@@ -488,7 +491,7 @@
        ## 装备一件件给
        if ItemCommon.GetIsEquip(curItemData):
            for _ in xrange(dropCount):
                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isDropBind)
                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
                if not curItem:
                    continue
                if not itemControl.PutInItem(IPY_GameWorld.rptItem, curItem, event=[ChConfig.ItemGive_TJGDropItem, False, {}]):
@@ -497,7 +500,7 @@
                #记录紫橙装数量用于通知
                NoteEquip(curPlayer, curItemData.GetItemColor())
        else:
            curItem = ItemControler.GetOutPutItemObj(itemID, dropCount, isDropBind)
            curItem = ItemControler.GetOutPutItemObj(itemID, dropCount, isAuctionItem, curPlayer=curPlayer)
            if not curItem:
                continue
            
@@ -522,7 +525,7 @@
    
    equipScores = {}
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for i in Def_EatItem_EquipPlace:
    for i in ChConfig.EquipPlace_Base:
        equipItem = equipPack.GetAt(i)
        if not equipItem or equipItem.IsEmpty():
            continue
@@ -531,6 +534,7 @@
    #GameWorld.DebugLog("equipScores----%s"%equipScores)
    
    eatIndexList = []
    eatItemIDList = []
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    for i in range(0, itemPack.GetCount()):
        curItem = itemPack.GetAt(i)
@@ -553,9 +557,9 @@
                continue
        
        eatIndexList.append(i)
        eatItemIDList.append(curItem.GetItemTypeID())
    #GameWorld.DebugLog("eatIndexList-----------%s"%len(eatIndexList))
    eatCount, giveCnt = PlayerEquipDecompose.EatItems(curPlayer, eatIndexList)
    eatCount, giveCnt = PlayerEquipDecompose.EatItems(curPlayer, eatIndexList, eatItemIDList)
    NoteEatEquip(curPlayer, eatCount, giveCnt)
    CheckPackFull(curPlayer)
    
@@ -654,7 +658,8 @@
    if curPlayer.GetIP() == "127.0.0.1":
        LoginFixTJG(curPlayer, True)
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDictType_TJGOnDayEx, 0)
    # 脱机挂没有运作情况下 弥补收益
    LoginFixTJG(curPlayer)
    
@@ -776,12 +781,16 @@
 
# 过天清理
def TJGOnDay(curPlayer):
    times = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TJGDeadPayTime)
    if times == 0:
        return
    ResetTJGDeadInfo(curPlayer)
def TJGOnDay(curPlayer, onEventType):
    if onEventType == ShareDefine.Def_OnEventType:
        times = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TJGDeadPayTime)
        if times == 0:
            return
        ResetTJGDeadInfo(curPlayer)
    elif onEventType == ShareDefine.Def_OnEventTypeEx:
        if GetIsTJG(curPlayer):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDictType_TJGOnDayEx, 1)
    return
def ResetTJGDeadInfo(curPlayer):
@@ -826,6 +835,58 @@
    return
def TJGGM(curPlayer, times):
    # 真实上线
    npcID = FindTJGNPC(curPlayer)
    if not npcID:
        return
    # 此时由服务端重新找一次挂机NPC
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_TJGNPC, npcID)
    GameWorld.DebugAnswer(curPlayer, "GM模拟脱机产出,npcid:%s, 时间秒:%s, 经验倍率:%s"%(
                    curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_TJGNPC), times,
                    curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)))
    # 设置脱机登录时的等级, 上线通知清空, 没清空说明多次脱机挂登录 使用旧等级
    notifyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_LV, 0, ChConfig.Def_PDictType_TJGNotify)
    if not notifyLV:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDictType_TJGNotify_LV, curPlayer.GetLV(), ChConfig.Def_PDictType_TJGNotify)
    # 记录秒单位
    NoteTJGTime(curPlayer, times)
    OnTJGKillNPCByTimes(curPlayer, times)
    sendPack = ChPyNetSendPack.tagMCTJGInfo()
    sendPack.Clear()
    sendPack.Exp1 = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_Exp1, 0, ChConfig.Def_PDictType_TJGNotify)
    sendPack.Exp2 = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_Exp2, 0, ChConfig.Def_PDictType_TJGNotify)
    sendPack.Times = times
    sendPack.PurpleEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_Purple, 0, ChConfig.Def_PDictType_TJGNotify)
    sendPack.OrangeEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_Orange, 0, ChConfig.Def_PDictType_TJGNotify)
    sendPack.EatPurpleEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_EatPurple, 0, ChConfig.Def_PDictType_TJGNotify)
    sendPack.GiveCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_GiveCnt, 0, ChConfig.Def_PDictType_TJGNotify)
    sendPack.BeforeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_LV, 0, ChConfig.Def_PDictType_TJGNotify)
    sendPack.Items = []
    itemIDList = IpyGameDataPY.GetFuncEvalCfg('OfflinePostItem', 1)
    for itemID in itemIDList:
        count = curPlayer.NomalDictGetProperty(ChConfig.Def_PDictType_TJGNotify_ItemID%itemID, 0, ChConfig.Def_PDictType_TJGNotify)
        if count == 0:
            continue
        itemInfo = ChPyNetSendPack.tagMCTJGItems()
        itemInfo.ItemID = itemID
        itemInfo.Count = count
        sendPack.Items.append(itemInfo)
    sendPack.Cnt = len(sendPack.Items)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    curPlayer.ClearNomalDict(ChConfig.Def_PDictType_TJGNotify)
# 上线检查脱机时间是否正常运行, 弥补对应缺失时间,如维护2小时缺失的脱机挂收益
# 1. 非脱机死亡,2.存在脱机时间,3.离线时间超过5分钟;则一次补齐 离线时间-5分钟的收益并减少脱机时间
# 按当前经验倍率计算,且不会减buff时间
@@ -857,7 +918,7 @@
        # 此时由服务端重新找一次挂机NPC
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_TJGNPC, npcID)
    
    GameWorld.DebugLog("弥补脱机----npcid  %s-%s-%s"%(
    GameWorld.DebugLog("弥补脱机----playerID:%s ,npcid  %s-%s-%s"%(curPlayer.GetID(),
                    curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_TJGNPC), times,
                    curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)))
    
@@ -885,7 +946,7 @@
    
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    maxMapID = 0
    maxMapID = 0    # 高级地图按表顺序行排
    # ---找到可以挂机的最高级地图---
    for i in xrange(ipyDataMgr.GetMapEventPointCount()):
        mapInfo = ipyDataMgr.GetMapEventPointByIndex(i)
@@ -897,7 +958,7 @@
        # ---判断地图表的任务和等级限制---
        mapData = GameWorld.GetGameData().GetChinMap().GetMapByID(mapID)
        if not mapData:
            continue
            continue
        enterLV = mapData.GetLV()
    
        if curPlayer.GetLV() < enterLV:
@@ -906,8 +967,6 @@
        if missionMapStep < openMapStep:
            continue
        if mapID < maxMapID:
            continue
        maxMapID = mapID
        
    if not maxMapID: